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Slaves to DarknessGaunt Summoner on Disc of Tzeentch
16"
6
6+
8
WARSCROLL

Gaunt Summoner on Disc of Tzeentch

The Gaunt Summoners are strange daemon-sorcerers of Tzeentch bound to the will of the Everchosen. They glide above the battlefield on scintillating Discs of Tzeentch, laying the enemy low with arcane power and cursed daggers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Changestaff18"13+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Warptongue Blade1"13+4+-1
Blades and Stingers1"D34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader

DESCRIPTION

A Gaunt Summoner on Disc of Tzeentch is a single model armed with a Changestaff and Warptongue Blade.

FLY: This model can fly.

MOUNT: This model’s Disc of Tzeentch attacks with its Blades and Stingers.

ABILITIES

Book of Profane Secrets: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a Realmgate, allowing malefic Chaos entities to manifest on the battlefield.
Once per battle, at the start of your hero phase, you can say this model will use its Book of Profane Secrets. If you do so, you can summon 1 unit from the list below to the battlefield, and add it to your army, but the number of spells that this model can attempt to cast in that phase is reduced by 1. The summoned unit must be set up wholly within 9" of this model and more than 9" from any enemy units.

Choose 1 unit from the following list:

Hovering Disc of Tzeentch: A Gaunt Summoner mounted on a Disc of Tzeentch is capable of truly breathtaking feats of agility and evasion.
Add 2 to save rolls for attacks made with melee weapons that target this model unless the attacking unit is a MONSTER or can fly.

Warptongue Blade: Those cut by a Warptongue Blade soon find their bodies wracked with sickening and uncontrollable mutations.
If the unmodified wound roll for an attack made with a Warptongue Blade is 6, that attacks inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Flames spells.

Infernal Flames: The Gaunt Summoner conjures a rolling wave of scorching wyrdfire that engulfs enemy formations.
Infernal Flames has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster and visible to them, and roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. If that unit is a MONSTER or WAR MACHINE, roll 3 dice for each model instead.

KEYWORDS
CHAOS, DAEMON, MORTAL, SLAVES TO DARKNESS, EVERCHOSEN, TZEENTCH, HERO, WIZARD, GAUNT SUMMONER
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The DAEMON keyword is used in following Slaves to Darkness warscrolls:

None
• Furies
Leader
Leader, Behemoth
Behemoth

The EVERCHOSEN keyword is used in following Slaves to Darkness warscrolls:

None
Leader
Leader, Behemoth

The WIZARD keyword is used in following Slaves to Darkness warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020